* Initial update
* tgui ofcourse
* Small fixes
* More lint fix
* Updated to support signatures and adding to paper
* Sign and adding to paper work, need to tune it a bit though
* Ok, signatures and adding work, still working on stamps
* Stamps now, fix rotate and cleanup tommow
* Alrighty! Lets try for some testing!
* Stupid travis
* annnd the bundle
* Minor fixes
* DONE. Still have some code cleanup, but all the major features work now
* Requested changes cleaned up formating
* Dammmn you bundle!
* Fixed the preview issue
* Updated bundle
* Ok, some more fixes and clean up
* Ugh damn you tgui bundle
* Update tgui.bundle.js
* basic antag items
hey
based
game is on
ree
e
brings back good sprites
eueuuee
eeeeeeeeeeeeeeeeeeee
more
tgui baby
FINALLY
e
Small changes
adds better point s
Finishing touch!
FINISHED
ANTAG FINISHED. FUCKING. FINALLY
grammer
E
E?
* rebuilt tgui
* gamemode fixes
* i love inconsistent var names
* sprootes
* ath review
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Automatic changelog compile [ci skip]
* a shit ton of changes
* Apply suggestions from code review
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* sprootes
* more changes ree
* Fixes and upgrades
* sprootes done
* dmdoc compliance
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* mewtewnew revieww ~~
* e
* Automatic changelog compile [ci skip]
* e
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* autodoc
* E
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* removed Destroy()
* * 0.5
* bugsquash
* e
* changes to ashlord's rite
* e
e
* e?
* the fuck
* adds station wide alerts for ascension events
* fixes an autodoc
* tgui
* e
e
* removes a redundant line of code
* sickly blade is now normal size item
* changes a line of code in flesh
* no revives for ghouls!
* uwu
* Update code/modules/antagonists/eldritch_cult/eldritch_knowledge.dm
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* E
* E2
* Automatic changelog compile [ci skip]
* Makes eldritch cult into HERETICS
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* unfucks medallions code
* long live list loops
* E
* E
* i love my git crashing
* Magics
* E
* removes TRAIT_GHOUL since it was redundant
* Update code/modules/mob/living/carbon/inventory.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/inventory.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/species.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/carbon/human/human_update_icons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* fixies uwu
* hopefully i fixed all return ..()
* E
* EEEEEEE
* wormie now is refactored
* removes destroy
* Update code/modules/surgery/bodyparts/bodyparts.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Automatic changelog compile [ci skip]
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* E
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* E
* E?
* E
* one more
* k
* OH SHIT OH FUCK
* replaces ROLE_ECULT with ROLE_HERETIC and fixes preferences
* REE
* fleshy fixes
* fixes summonings
* REE
* texture fix
* fixes a stupid fucking runtime that i noticed coz i forgot people can be borged. FUCK
* grammer
* nullrods can now remove runes
* HOLY SHIT, HOTFIX NERF
* E
* E
* TEMPORARY SOLUTION TO MAKE HERETICS SPAWN NATURALLY
* Update code/modules/antagonists/eldritch_cult/eldritch_antag.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_book.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_effects.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* SECOND TEMPORARY FIX
* fixes fixes fixes fixes
* i hope this no longer will qdel summons
* E
* please push this asap
* E
* buffs sickly blade to 17 damage and only allowes culties to use it
* Explanations uwu
* examine changes ree
* e
* E
* )
* E
* E
* Ash fix
* changes to mad touch
* replaces e_cult with heretics and fixes protect objective to suceed when someone suicides
* E
* makes worm code use COMSIG_MOVABLE_MOVED
* replaces bad var names
* makes eldritch knowledge an assoc list
* E
* Update code/modules/mob/living/simple_animal/eldritch_demons.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* what the fuck
* the fuck
* fixies
* EEE
* fixes
* e
* fixes
* mansus grasp slight buff
* changes overall changes
* E
* logging
* changes the eldritch armor into a nicer looking kryson robes
* tgui bundle
* QOL sprites and a spell to contract armsy
* SPRITES
* readds rust floors
* Fixes pointed out by anturk
* E
* E
* E
* Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
* Cleanup
* Fixes
* E
* EEEEEEEEEEE
* makes heretics a little bit more common
* Update code/modules/antagonists/eldritch_cult/knowledge/flesh_lore.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* EEE
* eee
* E
* E
* Init
* Makes shit more readable
* h
* e
* E
* wounds compatibility patch
* hnng
* rusty better sprite
* turn
* Apply suggestions from code review
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* E
* further renames e
* E
* JS side
* changes reee
* e
* E
* yeesh
* e
* E
* pr
* e
* E
* changes re
* AAAAAAAAAAAAAA
* e
* antag huud
* e
* e
* hnnng
* hnng
* HNNNNG final patch - LAST TESTMERGABLE COMMIT
* HNNG NEVERMIND THIS IS THE LAST TESTMERGABLE COMMIT DONT LISTEN TO LIES BELOW
* e
* FINAL PATCH - MERGE READY
Adds defines, buffs blood siphon a bit so it can utilize wounds and replaces ROLE_CULTIST with ROLE_HERETIC
* forgot about a single debug line aaa
* hnnnhng
* hng
* a!
* aaa
* applies code review
* e
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* New tgui based orbit menu
* Update tgui.bundle.js
* Safely check len if orbiters is null
* Add a search bar
* Rename Antagonists to Ghost-Visible Antagonists
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
* Move ghosts below alive
* Rebuild tgui.bundle
* Update as per stylemistake's feedback
* Cosmetic stuff
* Rebuild tgui
* Replace localeString with faster alternative
* Update tgui.bundle.js to latest upstream
* Hitting enter in the search bar will now snap you to orbit the most relevant result
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
#51409 wasn't actually finished as I was still waiting on making voice lines before testing it, I should have mentioned that a bit more clearly. Either way, this fixes medbot interaction menus, and adds voice lines to medbots for tipping, righting, and idle emagged quotes. It also actually immobilizes tipped medbots and prevents spamming/queueing up lots of flips and unflips.
Fixes#51548
Medbot voice reel
Why It's Good For The Game
Enhances medibot desperation, reduces spam abuse
Changelog
🆑 Ryll/Shaps
fix: Medbot interaction menus are fixed
fix: You can no longer queue multiple medbot flips at once
soundadd: Medbots now have lots more to say, especially if you knock them over!
/🆑
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
* stage one
doesn't compile yet
* step 2
added newer changes and goof's balance requests. still doesn't compile
* phase 3
somewhere along the way, wanted code got fucked, and i have to commit to switch branches to debug it better
* documentation, first dyn rulesets
-deprecates a proc nobody needed
-documents a lot of things, hopefully enough of them
-reorganizes a lot of things to allow for admin-spawned families
-adds dynamic rulesets (unfinished, debug settings left in)
-hopefully finally fixes wanted level displays. all code sucks; ui code sucks especially. why can i put an acid level on a screen element? Fuck you
-implements fully functional jewish qabbalah system to replace families gamemode. discover secret names of god + knowledge of universe structure through study of tanach and talmud, use them to secure the station for israel 2
-introduces gay agenda to unsuspecting stationgoers
-remind me to check out gang tag code for mentions of ssticker.mode etc. if one of my later commits doesn't say i did that
* finishes up rulesets
-rulesets work now
-hopefully cleaned up the debug code for them
-minor adjustment to check_wanted_level() proc to ensure wanted stars update appearance correctly post-space cops
-i resisted the urge to modify one of the systems so that it was more "elegant" or whatever because knowing my luck it'd result in another 10 years of failures and tests
-checked out gang tag code; seems fine. perhaps the only part of families code i haven't gotten my mitts on. hopefully it won't break
-you can now print fully functional geneseed organs from the roundstart medlathe for use in self-augmentation
-consumed my soul and replaced it with a pathetic, empty husk
-implemented social security number skimming operation
-removed herobrine
* addressing issues
from the github
* suggestions
cleanin some things up
* more tweaks
goof requested on discord that i ensure 3 families every time, and adding the highlander ruleset flag makes sense because it means the 1-2 families-revs or families-nukies punch is less likely
* adjustments for midround ruleset
-wanted level no longer cares about deaths that happened before the handler's pre_setup_analogue() proc is called
-midround ruleset will not trigger if more people have died during the shift than there were people readied up at roundstart (in addition to the minimum population of 36).
-changes to antagonist code; only nonhumans may roll antagonist. if you have more than 1 hour of time spent playing as a human you are ineligible. something something 13%
* #51315 compatibility
removes useless "high_population_requirement" vars on families rulesets
* moves stuff
team creation should have gone in create_team() not on_gain() since the former gets called directly before the latter
* shuffles some procs
removes unnecessasry blocking_rules list for roundstart families gamemode
* Makes cameras create prox monitors only when necessary.
* typofix
* Makes proximity monitors behave properly on shuttle moves.
* Makes transit turfs work without crosslinked levels.